Grove Descriptions (in order of arrival)
(Old battlefield choked with ghostly fog and scattered bones)
Complication: An ancient battlefield haunt animates spirits of druids and Syndicate alike. Trapped in endless war.
Reward: The party may bind the spirits to their cause, granting spectral defenders and +2 ethereal infiltration actions in Chapter 6’s initial strike.
Discovery Checks:
Sabotage Checks:
Complications:
(A twilight-blessed glen with fading moonlight even during day)
Complication: This grove borders a thin veil to the Shadow Plane. The Noctreach, Syndicate-aligned shadow agents, seek to use it as a portal.
Reward: Awakening the grove severs the veil and prevents planar reinforcements. Party gains Resistance to shadow damage in Chapter 6.
Gained: Noctshade agents for the initial assault against the iron tide Gained: Resistance 5 void during the initial assault encounters against the iron tide
Discovery Checks:
Sabotage Checks:
Complications:
(Exposed hilltop grove above a ley-knot of storm energy)
Complication: Constant lightning strikes and turbulent weather. Cinderheart rites must be performed while under arcane stormfire.
Reward: Successfully awakened, this grove channels a storm pulse cannon—a one-time battlefield-wide chain lightning strike in Chapter 6.
Discovery Checks:
Sabotage:
Complications:
(Barren cradle of dead trees, rumored to house a sleeping drake)
Complication: A charhide drake nests here, drawn to the ley warmth. It may be swayed, but is volatile and destructive.
Reward: The drake becomes an allied aerial threat—it harasses enemy backlines and provides an escape route if the battle turns.
Discovery Checks:
Sabotage Checks:
Complications:

Ancestry | Dragon |
Class | Commander |
Archetype | |
Role | |
Pronouns | She/Her |
Status | Alive |
Birthplace | Hilltop |
Faction |